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  • Node.JS testing with Jasmine, databases, and pre-existing code

    - by Jim Rubenstein
    I've recently built the start of a core system which is likely going turn into a monster product. I'm building the system with node.js, and decided after I got a small base built, that It'd be a great idea to start using some sort of automated test suite to test the application. I decided to use jasmine, as it seems pretty solid and has a lot of features for stubbing spying and mocking methods and classes. The application has a lot of external data stores and api access (kestrel, mysql, mongodb, facebook, and more). My issue is, I've got a good amount of code written that I want to start testing - as it represents the underpinnings of the application. What are the best practices for testing methods/classes that access external APIs that I may or may not have control over? As an example, I have a data structure that fetches a bunch of data from a MySQL database. I want to test the method that retrieves the data; and I'm not sure how to go about it. I could test the fetch method which is supposed to return an array of objects, but to isolate the method from the database, I need to define my own fixture data. So what I end up doing is stubbing the mysql execution, and returning a static dataset. So, I end up writing a function that returns the dataset that makes my test pass. That doesn't seem to actually test the code, other than verifying a method is being called. I know this is kind of abstract and vague, it seems that the idea of testing is very much abstract though, so hopefully someone has some experience and can guide me in the right direction. Any advice, or reading I can do is more than welcomed. Thanks in advance.

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  • Illumination and Shading for computer graphics class

    - by Sam I Am
    I am preparing for my test tomorrow and this is one of the practice questions. I solved it partially but I am confused with the rest. Here is the problem: Consider a gray world with no ambient and specular lighting ( only diffuse lighting). The screen coordinates of a triangle P1,P2,P3, are P1=(100,100), P2= (300,150), P3 = (200, 200). The gray values at P!,P2,P3 are 1/2, 3/4, and 1/4 respectively. The light is at infinity and its direction and gray color are (1,1,1) and 1.0 respectively. The coefficients of diffused reflection is 1/2. The normals of P1,P2,P3 are N1= (0,0,1), N2 = (1,0,0), and N3 = (0,1,0) respectively. Consider the coordinates of three points P1,P2,P3 to be 0. Do not normalize the normals. I have computed that the illumination at the 3 vertices P1,P2,P3 is (1/4,3/8,1/8). Also I computed that interpolation coefficients of a point P inside the triangle whose coordinates are (220, 160) are given by (1/5,2/5,2/5). Now I have 4 more questions regarding this problem. 1) The illumination at P using Gouraud Shading is: i) 1/2 The answer is 1/2, but I have no idea how to compute it.. 2) The interpolated normal at P is given by i) (2/5, 2/5,1/5) ii) (1/2, 1/4, 1/4) iii) (3/5, 1/5, 1/5) 3) The interpolated color at P is given by: i) 1/2 Again, I know the correct answer but no idea how to solve it 4) The illumination at P using Phong Shading is i) 1/4 ii) 9/40 iii) 1/2

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Moving my sprite in XNA using classes

    - by Tom
    Hey, im a newbie at this programming lark and its really frustrating me. I'm trying to move a snake in all directions while using classes. Ive created a vector2 for speed and ive attempted creating a method which moves the snake within the snake class. Now I'm confused and not sure what to do next. Appreciate any help. Thanks :D This is what i've done in terms of the method... public Vector2 direction() { Vector2 inputDirection = Vector2.Zero; if (Keyboard.GetState().IsKeyDown(Keys.Left)) inputDirection.X -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Right)) inputDirection.X += 1; if (Keyboard.GetState().IsKeyDown(Keys.Up)) inputDirection.Y -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Down)) inputDirection.Y += 1; return inputDirection * snakeSpeed; } Appreciate any help. Thanks :D EDIT: Well let me make everything clear. Im making a small basic game for an assignment. The game is similar to the old snake game on the old Nokia phones. I've created a snake class (even though I'm not sure whether this is needed because im only going to be having one moving sprite within the game). After I written the code above (in the snake class), the game ran with no errors but I couldn't actually move the image :( EDIT2: Thanks so much for everyones responses!!

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • General questions regarding open-source licensing

    - by ndg
    I'm looking to release an open-source iOS software project but I'm very new to the licensing side of the things. While I'm aware that the majority of answers here will not lawyers, I'd appreciate it if anyone could steer me in the right direction. With the exception of the following requirements I'm happy for developers to largely do whatever they want with the projects source code. I'm not interested in any copyleft licensing schemes, and while I'd like to encourage attribution in derivative works it is not required. As such, my requirements are as follows: Original source can be distributed and re-distributed (verbatim) both commercially and non-commercially as long as the original copyright information, website link and license is maintained. I wish to retain rights to any of the multi-media distributed as part of the project (sound effects, graphics, logo marks, etc). Such assets will be included to allow other developers to easily execute the project, but cannot be re-distributed in any manner. I wish to retain rights to the applications name and branding. Futher to selecting an applicable license, I have the following questions: The project makes use of a number of third-party libraries (all licensed under variants of the MIT license). I've included individual licenses within the source (and application) and believe I've met all requirements expressed in these licenses, but is there anything else that needs to be done before distributing them as part of my open-source project? Also included in my project is a single proprietary, close-sourced library that's used to power a small part of the application. I'm obviously unable to include this in the source release, but what's the best way of handling this? Should I simply weak-link the project and exclude it entirely from the Git project?

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  • Java game object pool management

    - by Kenneth Bray
    Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and not hurt performance? Here is how I am creating an array and then looping through it to update the objects in the array: public static ArrayList<VboCube> game_objects = new ArrayList<VboCube>(); /* add objects to the game */ while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { for (int i = 0; i < game_objects.size(); i++){ // draw the object game_objects.get(i).Draw(); game_objects.get(i).Update(); //world.updatePhysics(); } } I am not looking for someone to write me code for asset or object management, just point me into a better direction to get better performance. I appreciate the help you guys have provided me in the past, and I dont think I would be as far along with my project without the support on stack exchange!

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  • I need some career guidance, please.

    - by user18956
    Hi, I have been a teacher of guitar and music theory for the last ten years or so, and I have decided to get out of it and pursue something involving computers, but I am very confused about it all. I have no training related to programming besides a knowledge of xhtml and css - which I realize are not even programming languages. My problem is that I know I want to do something with either making video games, computer/online applications, or some other programming job, but I haven't a clue how to begin. I picked up a book from the Head First series entitled, Head First Programming that uses Python to teach programming concepts, but after that, I don't really know what is a good direction for me in terms of balancing career satisfaction with job availability and acceptable pay. I am not looking for a huge salary, I just want to be able to survive doing something I love, and which challenges me. I don't know even a single person involved in a related field, so I am in need of guidance. The first thing I would like to know is whether pursuing a career as a programmer for video games is a realistic option. I love video games, and play them all the time, and I have always wanted to make them. If this is an option, what would be the recommended course of action? What is a good language or technology to get involved in for the job market now? I have read that PHP/MySQL is a good place to find a job for some. Can I find a job without school, or do I need to got o college? Also, will the Python I learn in this book translate into any other language I need to learn? If it is anything like music, then I am sure it will, but I don't know much about programming - yet. And last, yet perhaps most important, is thirty years old too old to take such a radical redirection in careers? Thank you for any help you can offer. I really need it.

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  • How can I calculate a vertex normal for a hard edge?

    - by K.G.
    Here is a picture of a lovely polygon: Circled is a vertex, and numbered are its adjacent faces. I have calculated the normals of those faces as such (not yet normalized, 0-indexed): Vertex 1 normal 0: 0.000000 0.000000 -0.250000 Vertex 1 normal 1: 0.000000 0.000000 -0.250000 Vertex 1 normal 2: -0.250000 0.000000 0.000000 Vertex 1 normal 3: -0.250000 0.000000 0.000000 Vertex 1 normal 4: 0.250000 0.000000 0.000000 What I'm wondering is, how can I determine, taken as given that I want this vertex to represent a hard edge, whether its normal should be the normal of 1/2 or 3/4? My plan after I glanced at the sketch I used to put this together was "Ha! I'll just use whichever two faces have the same normal!" and now I see that there are two sets of two faces for which this is true. Is there a rule I can apply based on the face winding, angle of the adjacent edges, moon phase, coin flip, to consistently choose a normal direction for this box? For the record, all of the other polygons I plan to use will have their normals dictated in Maya, but after encountering this problem, it made me really curious.

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  • Odd Android touch event problem

    - by user22241
    Overview When testing my game I came across a bizarre problem with my touch controls. Note this isn't related to multi-touch as I completely removed my ACTION_POINTER_UP and ACTION_POINTER_DOWN along with my ACTION_MOVE code. So I'm simply working with ACTION_UP and ACTION_DOWN now and still get the problem. The problem I have a left and right button on the left of the screen and a jump button on the right. Everything works as it should but if I touch a large area of my hand (the fleshy part at the base of the thumb for instance) onto the screen, then release it and then press one of my arrows, the sprite moves in that direction for a few seconds, and then ACTION_UP is mysteriously triggered. The sprite stops and then if I release my finger and re-apply it to an arrow, the same thing happens. This goes on and on and eventually (randomly??) stops and everything work OK again. Test device & OS Google Nexus 10 Tablet running Jellybean 4.2.2 Code //Action upon which to switch actionMask = event.getActionMasked(); //Pointer Index of the currently touching pointer pointerIndex = event.getActionIndex(); //Number of pointers (for multi-touch) pointerCount = event.getPointerCount(); //ID of the pointer currently being processed (Multitouch) pointerID = event.getPointerId(pointerIndex); switch (actionMask){ //Primary pointer down case MotionEvent.ACTION_DOWN: { //if pressing left button then set moving left if (isLeftPressed(event.getX(), event.getY())){ renderer.setSpriteLeft(); } //if pressing right button then set moving right else if (isRightPressed(event.getX(), event.getY())){ renderer.setSpriteRight(); } //if pressing jump button then set sprite jumping else if (isJumpPressed(event.getX(),event.getY())){ renderer.setSpriteState('j', true); } break; }//End of case //Primary pointer up case MotionEvent.ACTION_UP:{ //When finger leaves the screen, stop sprite's horizontal movement renderer.setSpriteStopped(); break; }

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  • "Don't do programming after a few years of starting career". Is this a fair advice?

    - by Muhammad Yasir
    I am a little experienced developer having approximately 5 years experience in PHP and somewhat less in Java, C# and trying to learn some Python nowadays. Since the start of my career as a programmer I have been told every now and then by fellow programmers that programming is suitable for a few early years of a career (most of them take it as 5 years) and that one must change the direction after it. The reason they present include headaches and pressures associated with programming. They also say that programmers are less social and don't usually like to give time to their families, etc. and especially "Oh come on, you can not do programming your entire life!" I am somewhat confused here and need to ask others about it. If I leave programming then what do I do?! I guess teaching may be a good option in this case, but it will require to first earn a PhD degree perhaps. It may also be noteworthy that in my country (Pakistan) the life of a programmer is not very good in that normally they must give 2-3 extra hours in the office to accomplish urgent programming tasks. I have a sense that situation is somewhat similar in other countries and regions as well. Do you think it is fair advice to change career from programming to something else after spending 5 years in this field? UPDATE Oh wow... I never knew people can have 40+ years of experience in this field. I am both excited and amazed seeing that people are doing it since 1971... That means 15 years before my birth! It is nice to be able to talk to such experienced people, we don't get such a chance here in Pakistan.

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  • links for 2011-02-17

    - by Bob Rhubart
    ArchitectACEs - Oracle Wiki Putting a Face on the Architect ACE The Oracle ACE s listed here have identified themselves, or have been identified by fellow ACEs, as software architects. As... (tags: ping.fm) Debra's thoughts on Oracle and User Groups: I did it - I did the Fusion UX Demo Oracle ACE Director Debra Lilley shares her experience in presenting a Fusion Applications demo at RMOUG. (tags: oracle otn oracleace) The Blas from Pas: JRuby Script to Monitor a Oracle WebLogic GridLink Data Source Remotely "In WebLogic 10.3.4 release, a single data source implementation has been introduced to support Oracle RAC cluster. To simplify and consolidate its support for Oracle RAC, WebLogic Server has provided a single data source that is enhanced to support the capabilities of Oracle RAC." (tags: oracle otn weblogic) Show Notes: Bob Hensle on IT Strategies from Oracle (ArchBeat) In Part 1 Bob Hensle talked about the various documents in the IT Strategies from Oracle library. In Part 2 (now available) Bob talks about how SOA and other factors are reflected in those documents. (tags: oracle otn entarch podcast) PODCAST: Examining the state of EA and findings of recent survey | Open Group Blog A transcript of a podcast panel discussion on the findings from a study on the current state and future direction of enterprise architecture from The Open Group Conference, San Diego 2011. (tags: entarch opengroup) A Virtual Dilemma (Antony Reynolds' Blog) SOA author Anthony Reynolds shares a solution. (tags: oracle otn soa) Webcast: Live Online Forum: Oracle Security - February 24, 9:00am PT Speakers: Mary Ann Davidson, Chief Security Officer, Oracle; Tom Kyte, Senior Technical Architect, Oracle; Jeff Margolies, Partner, Security Practice, Accenture; Vipin Samar, VP, Database Security Product Development Oracle; and Nishant Kaushik, Chief Strategist, Identity and Access Management. (tags: oracle security) Obama banks on cloud, consolidation, to hold down IT costs | Computerworld NZ President Obama's fiscal 2012 budget proposal keeps IT spending almost flat compared to fiscal 2010 mostly due to the consolidation of data centers and a shift to cloud computing systems. (tags: ping.fm)

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  • Building a Redundant / Distrubuted Application

    - by MattW
    This is more of a "point me in the right direction" question. I (and my team of 3) have built a hosted web app that queues and routes customer chat requests to available customer service agents (It does other things as well, but this is enough background to illustrate the issue). The basic dev architecture today is: a single page ajax web UI (ASP.NET MVC) with floating chat windows (think Gmail) a backend Windows service to queue and route the chat requests this service also logs the chats, calculates service levels, etc a Comet server product that routes data between the web frontend and the backend Windows service this also helps us detect which Agents are still connected (online) And our hardware architecture today is: 2 servers to host the web UI portion of the application a load balancer to route requests to the 2 different web app servers a third server to host the SQL Server DB and the backend Windows service responsible for queuing / delivering chats So as it stands today, one of the web app servers could go down and we would be ok. However, if something would happen to the SQL Server / Windows Service server we would be boned. My question - how can I make this backend Windows service logic be able to be spread across multiple machines (distributed)? The Windows service is written to accept requests from the Comet server, check for available Agents, and route the chat to those agents. How can I make this more distributed? How can I make it so that I can distribute the work of the backend Windows service can be spread across multiple machines for redundancy and uptime purposes? Will I need to re-write it with distributed computing in mind? I should also note that I am hosting all of this on Rackspace Cloud instances - so maybe it is something I should be less concerned about? Thanks in advance for any help!

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  • Jumping with Mecanim synchronization

    - by Abhishek Deb
    I am using Unity3D 4.1 for one of my projects. I have a robot character which is always running. I am using mecanim animation system. What I really want:When I press Space bar, the character should jump up in the air, triggering an animation clip and then by the time it reaches the ground, the animation clip should also end. What actually is happening:When I press Space bar, the character jumps in the air. Animation clip plays as it should, but ends way before it reaches the ground. So, it looks like he is running in the mid air. What have I done: I have this humanoid robot setup with a jump animation bounded with the space bar key. Also, instead of using root motion, I am directly moving the robot from code. //Jumping if(Input.GetKeyDown(KeyCode.Space)){ rigidbody.AddForce(Vector3.up*jumpVelocty); anim.SetBool("Jump",true); } else anim.SetBool("Jump",false); Character's Details: Rigidbody = Mass:30, Freeze rotaion:x,y,z Capsule Collider = Material: metal, center(0,4.5,0), radius:1, height:11 Script = jumpVelocity:20000 Jump Animation Clip: ~ 2 seconds. I am really out of ideas how to synchronize everything. Should I make the character jump in some other way so that it quickly comes down and touches the ground to match the animation clip? If yes, please provide a direction.

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  • Supporting copy 'n paste in your Windows Phone app

    - by Daniel Moth
    Some Windows Phone 7 owners already have the NoDo update, and others are getting it soon. This update brings, among other things, copy & paste support for text boxes. The user taps on a piece of text (and can drag in either direction to select more/less words), a popup icon appears that when tapped copies the text to the clipboard, and then at any app that shows the soft input panel there is an icon option to paste the copied text into the associated textbox. For more read this 'how to'. Note that there is no programmatic access to the clipboard, only the end user experience I just summarized, so there is nothing you need to do for your app's textboxes to support copy & paste: it just works. The only issue may be if in your app you use static TextBlock controls, for which the copy support will not appear, of course. That was the case with my Translator by Moth app where the translated text appears in a TextBlock. So, I wanted the user to be able to copy directly from the translated text (without offering an editable TextBox for an area where user input does not make sense). Take a look at a screenshot of my app before I made any changes to it. I then made changes to it preserving the look and feel, yet with additional copy support (see screenshot on the right)! So how did I achieve that? Simply by using my co-author's template (thanks Peter!): Copyable TextBlock for Windows Phone.   (aside: in my app even without this change there is a workaround, the user could use the "swap" feature to swap the source and target, so they can copy from the text box) Comments about this post welcome at the original blog.

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  • Reset / Remove - Google Keywords

    - by Herr Kaleun
    Summary: My site is ranking for filthy keywords and i would like to remove them from google ranking/keywords. Background: My server was hacked using the timthumb exploit/security vulnerability, apparently i was the last person on earth to read the news about the exploit, several months after it appeared. Anyway, the "hacker" was so friendly to modify the index.php file in such a fashion, that it generated random sexual oriented keywords if the website is fetched as google-bot. So if you would fetch it as google bot/it gets indexed, you would get randomly generated keywords like: sex videos teenager teen sex adult sex preteen A LINK TO A RANDOM CONTENT OF MY WEBPAGE anime sex videos a rough list something similar to that, about 180-200 per page. I've discovered it far too late, so that google had me indexed for the words "sex" and certain adult oriented keywords, about roughly 2000. I've removed all the content, toke the site down, replaced the index.php with a static HTML and added a "ERROR 410" title to the website so that the content is no longer here and removed permanently. I've also applied for a manual review of my website, about 1.5 months ago but still, the keywords are there, and very strange, some of the keyword rankings actually "improve" over time. Here are some screenshots from webmasters tools: Question: How can i remove this filthy keywords and re-rank my website as a "normal" website on the fastest way? I want to "REMOVE" the keywords if possible. Please help me or point me into a direction. Thank you

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  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

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  • How lookaheads are propagated in "channel" method of building LALR parser?

    - by greenoldman
    The method is described in Dragon Book, however I read about it in ""Parsing Techniques" by D.Grune and C.J.H.Jacobs". I start from my understanding of building channels for NFA: channels are built once, they are like water channels with current you "drop" lookahead symbols in right places (sources) of the channel, and they propagate with "current" when symbol propagates, there are no barriers (the only sufficient things for propagation are presence of channel and direction/current); i.e. lookahead cannot just die out of the blue Is that right? If I am correct, then eof lookahead should be present in all states, because the source of it is the start production, and all other production states are reachable from start state. How the DFA is made out of this NFA is not perfectly clear for me -- the authors of the mentioned book write about preserving channels, but I see no purpose, if you propagated lookaheads. If the channels have to be preserved, are they cut off from the source if the DFA state does not include source NFA state? I assume no -- the channels still runs between DFA states, not only within given DFA state. In the effect eof should still be present in all items in all states. But when you take a look at DFA presented in book (pdf is from errata): DFA for LALR (fig. 9.34 in the book, p.301) you will see there are items without eof in lookahead. The grammar for this DFA is: S -> E E -> E - T E -> T T -> ( E ) T -> n So how it was computed, when eof was dropped, and on what condition? Update It is textual pdf, so two interesting states (in DFA; # is eof): State 1: S--- >•E[#] E--- >•E-T[#-] E--- >•T[#-] T--- >•n[#-] T--- >•(E)[#-] State 6: T--- >(•E)[#-)] E--- >•E-T[-)] E--- >•T[-)] T--- >•n[-)] T--- >•(E)[-)] Arc from 1 to 6 is labeled (.

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  • Best practices: Ajax and server side scripting with stored procedures

    - by Luka Milani
    I need to rebuild an old huge website and probably to port everyting to ASP.NET and jQuery and I would like to ask for some suggestion and tips. Actually the website uses: Ajax (client site with prototype.js) ASP (vb script server side) SQL Server 2005 IIS 7 as web server This website uses hundred of stored procedures and the requests are made by an ajax call and only 1 ASP page that contain an huge select case Shortly an example: JAVASCRIPT + PROTOTYPE: var data = { action: 'NEWS', callback: 'doNews', param1: $('text_example').value, ......: ..........}; AjaxGet(data); // perform a call using another function + prototype SERVER SIDE ASP: <% ...... select case request("Action") case "NEWS" With cmmDB .ActiveConnection = Conn .CommandText = "sp_NEWS_TO_CALL_for_example" .CommandType = adCmdStoredProc Set par0DB = .CreateParameter("Param1", adVarchar, adParamInput,6) Set par1DB = .CreateParameter(".....", adInteger, adParamInput) ' ........ ' can be more parameters .Parameters.Append par0DB .Parameters.Append par1DB par0DB.Value = request("Param1") par1DB.Value = request(".....") set rs=cmmDB.execute RecodsetToJSON rs, jsa ' create JSON response using a sub End With .... %> So as you can see I have an ASP page that has a lot of CASE and this page answers to all the ajax request in the site. My question are: Instead of having many CASES is it possible to create dynamic vb code that parses the ajax request and creates dynamically the call to the desired SP (also implementing the parameters passed by JS)? What is the best approach to handle situations like this, by using the advantages of .Net + protoype or jQuery? How the big sites handle situation like this? Do they do it by creating 1 page for request? Thanks in advance for suggestion, direction and tips.

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  • I know fundamental programming. But how do I get started in game development now?

    - by Rohan Menon
    I'm a 20 year old programming student. I know fundamental programming in BASIC, C, C++ and JAVA. What I wanted to ask is, where do I go from here? Are there any books that the community can mention that will help me develop a game or at least learn game development? I've had a lot of ideas and really want to make some sort of prototype to see if I'm suited for the industry. I really don't mind learning any new languages but I need to know what I should begin with. A good book that will help with a little more understanding as I go up will be very helpful. Maybe a tutorial to develop some basic 2D games like a side-scroller, snake or pocket tanks in an easy to understand SDK? I know that to get some credit under your belt, you need to be able to make a few games on your own. Also, what platform should I start on? The PC, iOS or Android (as an introduction) for now. I don't want to get into high level game design just yet. Just something a bit basic to help out in future development. Anything pointing me in the right direction will be really really helpful. Edit: Also, I want to say that I'm looking towards this from a game designer's point of view more than a game programmer. I want suggestions on any SDKs or easy to use programs I can use to understand game design. Then delve deeper into the programming after that. Not as employment but as developing your own games (for now).

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  • Drawing text from update method in XNA

    - by Sigh-AniDe
    I am having a problem drawing the "Game Over!" text once the user is on the last tile. This is what I have: The Update and drawText methods are in a class named turtle: public void Update(float scalingFactor, int[,] map, SpriteBatch batch, SpriteFont font) { if (isMovable(mapX, mapY - 1, map)) { position.Y = position.Y - (int)scalingFactor; angle = 0.0f; Program.form.direction = ""; if (mapX == 17 && mapY == 1)// This is the last tile(Tested) { Program.form.BackColor = System.Drawing.Color.Red; drawText(batch, font); } } } public void drawText(SpriteBatch spritebatch, SpriteFont spriteFont) { textPosition.X = 200; // a vector2 textPosition.Y = 200; spritebatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spritebatch.DrawString(spriteFont, "Game Over!!!", textPosition, Color.Red); spritebatch.End(); } This update is in the Game1 class: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); turtle.Update(scalingFactor, map, spriteBatch, font); base.Update(gameTime); } I have also added the font content to LoadContent: font = Content.Load<SpriteFont>("fontType"); What am I doing wrong? Why does the text not want to show on game completion? If I call the turtle.draw() in the main Draw method. The "Game Over" text stays on screen from the beggining. What am I missing? Thanks

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  • Save .mov file with applescript

    - by Frost Shadow
    I've installed the Perian addon for Quicktime so it can open .flv files, and then I can save them as .m4v or .mov. I'm trying to make an Applescript to convert from .flv to .m4v automatically by using this tutorial and butchering their example applescript file, which normally converts ChemDraw files (.cdx, .cml, .mol) to .tiff, so that it instead uses Quicktime to save the .flv files as .m4v. When I try to use it, though, I get an error "QuickTime Player got an error: document 1 doesn't understand the save message". My save message is currently: save first document in target_path as ".m4v" which looks like the QuickTime dictionary's instructions: save specifier : The document(s) or window(s) to save. [as saveable file format] : The file format to use. I've also tried "m4v", without the period, and still get the error. Is my Save direction wrong, or is it probably an error from trying to use Quicktime instead of the original ChemDraw? I tried to change references to .cdx, .cml, .mol, .tiff, and ChemDraw to .flv, .m4v, and QuickTime respectively, but maybe it's more complicated than that? I would, in fact, appreciate any example showing how to save an application file (ex: a TextEdit .rtf or .txt), as I can't seem to get any kind of file to save using applescript.

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  • Coarse Collision Detection in highly dynamic environment

    - by Millianz
    I'm currently working a 3D space game with A LOT of dynamic objects that are all moving (there is pretty much no static environment). I have the collision detection and resolution working just fine, but I am now trying to optimize the collision detection (which is currently O(N^2) -- linear search). I thought about multiple options, a bounding volume hierarchy, a Binary Spatial Partitioning tree, an Octree or a Grid. I however need some help with deciding what's best for my situation. A grid seems unfeasible simply due to the space requirements and cache coherence problems. Since everything is so dynamic however, it seems to be that trees aren't ideal either, since they would have to be completely rebuilt every frame. I must admit I never implemented a physics engine that required spatial partitioning, do I indeed need to rebuild the tree every frame (assuming that everything is constantly moving) or can I update the trees after integrating? Advice is much appreciated - to give some more background: You're flying a space ship in an asteroid field, and there are lots and lots of asteroids and some enemy ships, all of which shoot bullets. EDIT: I came across the "Sweep an Prune" algorithm, which seems like the right thing for my purposes. It appears like the right mixture of fast building of the data structures involved and detailed enough partitioning. This is the best resource I can find: http://www.codercorner.com/SAP.pdf If anyone has any suggestions whether or not I'm going in the right direction, please let me know.

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  • Socket.io v.9 with Actionscript

    - by funseiki
    I'm attempting to develop an online multiplayer game using Node.js for the server and Flash to display the client. I've been reading up a bit and have found quite a few recommendations for the socket.io library. I've also found a github project which exposes code to help facilitate communication between an Actionscript 3.0 client and a server using socket.io. The project I mentioned is a bit dated and doesn't seem to have support for the latest version of socket.io, so I was wondering if leveraging this framework (socket.io, that is) would be the most ideal way to go. I have found a simple project that uses the standard 'net' module for node.js, but because there a few options available, I'm a little lost as to which one to go with. I'm currently leaning towards just using the regular 'net' module as it is already familiar to me. Since much of the client is already coded up, I'd really like to not switch over to using the HTML5 canvas just yet (but using socket.io would make a transition in the future more friendly, I think?). Any advice/direction on this matter would be much appreciated, though I do realize that there may be no one right answer. Edit: To be more specific, are there any client-side socket.io frameworks available that allow for communication between an Actionscript 3.0 client and a socket.io server and are robust enough to support current/future versions of socket.io? If not, what are the alternatives?

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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